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Next up:
Damage will be based on your tool's actual damage stat
Added Risk of injuring yourself if you overexhaust yourself or if you are not in a "healthy" state
Injured hands/upperarm/forearms will inflict more pain/slight damage or risk of tearing if you do not rest your hand
Will add recipes to shape firewood into planks with chance to fail/chance to damage the output plank(And add SandboxVars cause if i can get additional recipes in, i'll probably disable plank spawning and make it optional.)
Planks was the first thing that came to mind, i don't think the mod is that "arcady" in its current form as aside from being precise enough to cut logs into planks,it does punnish you for "missing" and you must be in good health and sort of moodle free to get good hits.
I do plan on making the splitting even harder as right now while achievable, continously splitting wood in one swing is not realistic.(I probably set the hp too low)
THe targeting system was also a pain in the ass, you have like 3 different systems deciding whether you hit or not with the most reliable being the "IsoThumpable" type of hitreg.
Also plan on adding more risks when "chopping".Increased risk of accidentally hitting your leg with the axe when extremeley tired..etc and especially when the log isn't elevated.I'll probably push a few updates today.
Thanks for the feedback!
I am saying that splitting logs into firewood or into handles or things like that is a more realistic and if you keep the system as is, you really should drop the realistic tag and "immersive" mentions, because it is not either. If you really want for us to be able to split logs into planks, i suggest you take away the "big swings" and replace it with a mix of axe + hammers + wooden wedges and a lot of time. Example videos:
https://youtu.be/aC-12ZBDoc0?si=7oO5dWu4BrdIPuWN
https://youtu.be/gZxFoujXEjo?si=7fpYUbIqsGasOlhK
I think by adding something like this it would more interesting than just the very arcade implementation you currently have.